Prestige Class: Reaper [homebrew]


Homebrew and House Rules


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REAPER
Death surrounds the reaper, whether she wishes it too or not. Using necromantic and summoning abilities, a reaper can command vast forces in order to help restore, or disrupt, the balance in the cycle of life and death. The reaper's abilities come to her naturally, without much effort and without having to make pacts with other-planar entities, even if she chooses to serve those beings.
Role: A reaper uses their abilities to help souls find eternal rest, be they the living or undead. Coming from a magical background, a reaper uses spells and cunning in order to assist her allies using undead, or the power of the grave, to slay those who seek to disturb the nature cycle of death...and life.
Alignment: Reapers can be of any alignment, although since most hail from dark magical backgrounds, they can sometimes tend towards evil alignment. Although few in number, these evil reapers have more in common with necromancers than with those concerned for the balance of life and death.
Hit Die: d6

Requirements
To qualify to become a reaper, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 5 ranks
Feat: Spell Focus (conjuration or necromancy)
Spells: Ability to cast spells of 3rd level or higher.

Class Skills
The reaper's class skills (and the key ability for each skill) are Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Use Magic Device (Cha)
Skill Ranks at Each Level: 2 + Int modifier.

Level BAB Fort Ref Will Special Spells per Day
1 +0 0 0 1 Channel Energy, Command Undead --
2 +1 1 1 1 Necromantic Prowess +1 level of existing class
3 +1 1 1 2 Necromantic Learning +1 level of existing class
4 +2 1 1 2 Death's Kiss, Gentle Rest +1 level of existing class
5 +2 2 2 3 Death's Touch +1 level of existing class
6 +3 2 2 3 Necromantic Learning +1 level of existing class
7 +3 2 2 4 Grave Resistance +1 level of existing class
8 +4 3 3 4 Death's Embrace, Dimension Hop +1 level of existing class
9 +4 3 3 5 Necromantic Learning +1 level of existing class
10 +5 3 3 5 Phantasmal Form +1 level of existing class

Class Features
All of the following are class features of the reaper prestige class.
Weapon and Armor Proficiency: Reapers gain proficiency with the Scythe. Other than this, they gain no proficiency with any weapon or armor.
Spells per Day: At the indicated levels, a reaper gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a reaper, she must decide to which class he adds the new level for purposes of determining spells per day.
Channel Energy (Su): A Reaper can release a wave of negative energy that can deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Reaper. The damage dealt or healed is equal to 1d6 points of damage for every two Reaper levels beyond 1st. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + Reaper level + her Charisma modifier. Undead healed by channel energy cannot exceed their maximum hit point total - all excess healing is lost. A Reaper may channel energy a number of times per day equal to 1/2 her level + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A Reaper can choose whether or not to include herself in this effect.
If the reaper already has channel energy from a different class, the type of energy channeled is changed to negative energy, the reaper may add uses per day as described above to her current allotment of uses, and the damage from her previous class is added to the damage of her reaper levels.
Command Undead (Su): At 1st level, a reaper gains the benefit of the Command Undead feat. The DC of the save is the same as the save for the reaper's channel energy class feature.
Necromantic Prowess (Ex): At second level, the reaper gains unsurpassed power over death. A reaper may add 1/2 of her reaper levels to her caster level for any conjuration or necromancy spell, and ability that uses negative energy, including her channel energy ability.
Necromantic Learning (Ex): At 3rd level, a reaper gains one bonus spell slot for each level of her classes spell she can cast, from 1st on up. Each day, the reaper may prepare one of the spells from the following lists in that slot. If a spell on the following lists is not on her normal spellcasting list, the reaper can prepare it only in her domain spell slot. A reaper casts these spells as if enhanced by the silent spell and still spell metamagic spells without any penalty to casting time, or requiring a higher level spell slot. At 6th and 9th level, the list from which the reaper may select spells to fill the bonus spell slot increases, allowing the reaper chooses.
3rd - 1st (cause fear), 2nd (death knell), 3rd (animate dead), 4th (death ward), 5th (slay living), 6th (create undead), 7th (destruction), 8th (create greater undead), 9th (wail of the banshee)
6th - 1st (deathwatch), 2nd (gentle repose), 3rd (speak with dead), 4th (dimension door), 5th (teleport), 6th (undeath to death), 7th (greater teleport), 8th (waves of exhaustion), 9th (freedom)
9th - 1st (remove fear), 2nd (remove paralysis), 3rd (phantom steed), 4th (freedom of movement), 5th (break enchantment), 6th (find the path), 7th (spell turning), 8th (mind blank), 9th (shades)
Death's Kiss (Su): A reaper can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal of cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to the number of levels in the reaper class. It does not apply to the Turn Undead or Command Undead feats. A reaper may use this ability a number of times per day equal to 3 + her Charisma modifier.
Gentle Rest (Sp): A reaper's touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If she touches a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to the reapers Charisma modifier. A reaper may use this ability a number of times per day equal to 3 + her Charisma modifier.
Death's Touch (Su): All of a reapers attacks, including melee touch attacks, and spells are treated as having the ghost touch magical weapon special ability. In addition, if the reaper has the augment summoning feat, the bonuses are applied to any undead the reaper creates.
Grave Resistance (Ex): At 7th level, a reaper gains a +2 bonus on saving throws made to resist charms, compulsions, death effects, disease, paralysis, poison, sleep and stunning effects. This bonus is doubled to +4, if any of these effects are a result of an attack from a creature with the undead type.
Death's Embrace (Ex): At 8th level, a reaper heals damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Dimension Hop (Sp): At 8th level, a reaper can teleport up to 10 feet per reaper level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. The reaper must have line of sight to the destination to use this ability. The reaper may bring willing creatures with her, but must expend an equal amount of distance for each creature brought.
Phantasmal Form (Sp): At 10th level, a reaper can become incorporeal for 10 + her Charisma modifier minutes per day. While in this form, the reaper gains the incorporeal subtype, taking only half damage from corporeal sources as long as they are magic (she takes no damage from non-magic weapons and objects). This duration does not need to be consecutive, but it must be used in 1 minute increments.


This PrC combines elements of the Dread Necromancer and the True Necromancer into a single class that should synergize well with the players previous class, and to make them available for pathfinder play since neither of them converted appropriately to how pathfinder is set up.


Thank you. I needed this.

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